Mare Nostrum
Simulates the creation of modern civilizations. It comes with an introductory scenario that, while not balanced really, does a good job of showing the key issues in developing an empire in the ancient world. It is also great fun.
Simulates the creation of modern civilizations. It comes with an introductory scenario that, while not balanced really, does a good job of showing the key issues in developing an empire in the ancient world. It is also great fun.
Variable dice can be used to determine probability. Or can be used for counting—results can range from 1-30.
Object is to wipe everyone out. It is VERY possible that everyone dies and no one wins the game. It IS possible to win the game without using nuclear weapons. There are expansions, but not necessary or helpful in a classroom. It’s advantage is the game plays fast.
To win you must advance, but you lose when you advance. Winner is really the last country with manpower left. After playing, students should feel incredibly frustrated…simulates feelings of officers of WW1 very well.
These cover various aspects of navy fighting at the turn of the 20th century. They are interesting for their discussions of the U.S. Navy Color Plans. These are easier to use if the teacher is already a “gamerâ€.
Good in combination with the book Stone Soup.
First edition tends to be directly tied with the World in Flames boardgame (making it harder to implement). This gives a good overview of the buildup to war, but requires some tinkering for classroom use.
Introduction to Japanese feudal culture, nice components with a modernish yet Japanese style.
This requires one of two things-->money to purchase ship miniatures -OR- time, which can be used to xerox/create ship silhouettes. For a classroom budget, silhouettes are probably more efficient, and students could even be assigned creating the silhouettes, researching ships, etc. before playing. For an added twist, anyone who has a ship sunk has to have their assignment torn up! This recreates hesitation at throwing ships in to battle willy-nilly and creates a very realistic hesitation.
Covers all planes in Europe. Card game requiring strategy. Good to show superiority of jets, vulnerability of bombers. Definitely can see the progression in technology from 1939 to 1945. It is also possible to play a hand “solo†to learn the rules before explaining them to students.